Feats in Baldur's Gate 3 are special talents or areas of expertise that provide special capabilities to characters. Each Feat is unique, giving you an extra passive or active skill that you would not have gotten otherwise through your chosen Class or Backgrounds. These Feats can range from increases in Ability Scores, to proficiencies that give you an edge in battle, to skill bonuses that are best suited for out-of-combat scenarios. Feats can help cover up any weaknesses your character may have, or bolster features of your character to make them even more powerful.

You can only take each Feat once unless the Feat’s description says otherwise, for example, Elemental Adept.

 

Baldur's Gate 3 Feats Overview

How to Obtain More Feats in BG3

Each class gains the Ability Score Improvement feature at certain levels. These levels are Level 4, Level 8, and Level 12. Through this feature, you can increase an Ability score of your choice by 2, or any two ability scores by 1 to a maximum score of 20.

However, using the optional feats rule, you can forgo taking the Ability Score Improvement feature to take a Feat of your choice instead, i.e. instead of increasing your stats, you can choose to take a new Feat. As such, the maximum number of Feats you can have at the maximum level of 12 in Baldur's Gate 3 is three.

BG3 Builds - Everything You Should Know

 

Baldur's Gate 3 Feat Prerequisites

You can take any Feat regardless of your Class or Race, so long as you meet its required prerequisite. If you ever lose a Feat’s prerequisite, you can’t use that Feat until you regain the prerequisite. An example the game and the Dungeons & Dragons Player's Handbook gives is regarding the Grappler feat.

This Feat requires you to have a Strength of 13 or higher. If your Strength is reduced below 13 by any means —perhaps by a withering curse— you can’t benefit from the Grappler feat until your Strength is restored back to the prerequisite of 13.

BG3 Feats - Which Are the Best For Your Build

 

BG3 Feats & Multiclassing

At every four levels of a class, you will gain a Feat. This means that if you are a single class, you'll gain a feat at level four, level eight, and level twelve. However, if you multi-class, the levels at which you gain feats will depend on how long it takes you to gain four levels of a class. This means that single-class characters will always gain three feats in Baldur's Gate 3, but multi-class characters, unless they multi-class every four levels or at eight levels and four levels, will only gain two feats.

For instance, if they take something like seven levels of Paladin and five levels of Warlock, they would only gain two feats. So, they lose out a little bit unless they hit these exact breakpoints of eight and four or four, four, and four.

 

 

All Feats in Baldur's Gate 3

You can search by Name, Requirement, or Effect. Just type into the search box what you are looking for.

Quick Search of All Feats 

 

Name Effects Requirements
Ability Improvements
You increase one Ability by 2, or two Abilities by 1, to a maximum of 20. All Classes Lvl 4
Actor

Your Charisma increases by 1, to a maximum of 20.

Your Proficiency Bonus is also doubled for Deception and Performance Checks.

Grants Deception Proficiency and Performance Proficiency.

All Classes Lvl 4
Alert

You gain a +5 bonus to Initiative and can't be Surprised.

All Classes Lvl 4
Athlete

Your Strength or Dexterity increases by 1, to a maximum of 20.

When you are Prone, standing up uses significantly less movement. Your jump distance also increases by 50%.

Class Feature
Athlete: Standing Up

All Classes Lvl 4
Charger
You gain Charger: Weapon Attack and Charger: Shove. All Classes Lvl 4
Crossbow Expert

When you make crossbow attacks within melee range, the Attack Rolls do not have Disadvantage.

Your Piercing Shot also inflicts Gaping Wounds for twice as long.

Class Feature
Crossbow Expert: Point-Blank
Crossbow Expert: Wounding

All Classes Lvl 4
Defensive Duelist

When attacked while wielding a Finesse Weapon you're Proficient with, you can use a reaction to add your Proficiency Bonus to your Armour Class, possibly causing the attack to miss.

All Classes Lvl 4
Dual Wielder

You can use Two-Weapon Fighting even if your weapons aren't Light, and you gain a +1 bonus to Armour Class while wielding a melee weapon in each hand. You cannot dual-wield Heavy Weapons.

Class Feature
Dual Wielder: Bonus Armour Class.
Dual Wielder (Feature)

All Classes Lvl 4
Dungeon Delver

You gain Advantage on Perception Checks made to detect hidden objects and on Saving Throws made to avoid or resist traps.

You gain Resistance to the damage dealt by traps.

Class Feature
Dungeon Delver: Perception
Dungeon Delver: Resist Traps

All Classes Lvl 4
Durable

Your Constitution increases by 1, to a maximum of 20.

You regain full hit points each time you take a Short Rest.

Constitution +1

All Classes Lvl 4
Elemental Adept

Your spells ignore Resistance to a damage type of your choice. When you cast spells of that type, you cannot roll a 1.

Select 1 Feat Passive:
Elemental Adept: Acid
Elemental Adept: Cold
Elemental Adept: Fire
Elemental Adept: Lightning
Elemental Adept: Thunder

All Classes Lvl 4
Great Weapon Master

When you land a Critical Hit or kill a target with a melee weapon attack, you can make another melee weapon attack as a bonus action that turn.

Attacks with Heavy melee weapons you are Proficient with, can deal an additional 10 damage at the cost of a -5 Attack Roll penalty. (You can toggle this on and off.)

Class Feature
Great Weapon Master: Bonus Attack
Melee Attack Bonus: -5
Melee Damage Bonus +10

All Classes Lvl 4
Heavily Armoured

You gain Armour Proficiency with Heavy Armour and your Strength increases by 1, to a maximum of 20.

Class Feature
Heavy Armour Proficiency

Medium Armor Proficiency

All Classes Lvl 4

Heavy Armour Master

Your Strength increases by 1, to a maximum of 20.

Incoming damage from non-magical attacks also decreases by 3 while you're wearing heavy armour.

Proficiency with Heavy Armour.

All Classes Lvl 4

Lightly Armoured

You gain Armour Proficiency with Light Armour and your Strength or Dexterity increases by 1, to a maximum of 20.

Class Feature
Light Armour Proficiency

All Classes Lvl 4
Lucky

You gain 3 Luck Points, which you can use to gain Advantage on Attack Rolls, Ability Checks, or Saving Throws, or to make an enemy reroll their Attack Rolls.

All Classes Lvl 4
Mage Slayer

When a creature casts a spell Within melee range of you, you have Advantage on any Saving Throw against it, and you can use a reaction to immediately make an attack against the caster.

Enemies you hit have Disadvantage on Concentration Saving Throws.

Class Features
Mage Slayer: Saving Throw Advantage
Mage Slayer: Attack Caster
Mage Slayer: Break Concentration

All Classes Lvl 4
Magic Initiate: Bard

You learn 2 Cantrips and a Level 1 spell from the bard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.

Class Feature
Magic Initiate: Bard (Feature)

All Classes Lvl 4
Magic Initiate: Cleric

You learn 2 Cantrips and a Level 1 spell from the cleric spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.

Class Feature
Magic Initiate: Cleric (Feature)

All Classes Lvl 4
Magic Initiate: Druid

You learn 2 Cantrips and a Level 1 spell from the druid spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Wisdom.

Class Feature
Magic Initiate: Druid (Feature)

All Classes Lvl 4
Magic Initiate: Sorcerer

You learn 2 Cantrips and a Level 1 spell from the sorcerer spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.

Class Feature
Magic Initiate: Sorcerer (Feature)

All Classes Lvl 4
Magic Initiate: Warlock

You learn 2 Cantrips and a Level 1 spell from the warlock spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Charisma.

Class Feature
Magic Initiate: Warlock (Feature)

All Classes Lvl 4
Magic Initiate: Wizard

You learn 2 Cantrips and a Level 1 spell from the wizard spell list. You can cast the Level 1 spell once per Long Rest. Your Spellcasting Ability for all 3 spells is Intelligence.

Class Feature
Magic Initiate: Wizard (Feature)

All Classes Lvl 4
Martial Adept

You learn two manoeuvres from the Battle Master subclass and gain a Superiority Die to fuel them. You regain expended Superiority Dice after a Short or Long Rest.

Class Feature
Superiority Dice: 1

Select 2 Feat Passive:
Commander's Strike
Disarming Attack
Distracting Strike
Evasive Footwork
Feinting Attack
Goading Attack
Manoeuvring Attack
Menacing Attack
Precision Attack
Pushing Attack
Rally
Riposte
Sweeping Attack
Trip Attack

All Classes Lvl 4
Medium Armour Master

When you wear Medium Armour, it doesn‘t impose Disadvantage on Stealth Checks. The bonus to Armour Class you can gain from your Dexterity Modifier also becomes +3 instead of +2.

All Classes Lvl 4
Mobile

Your movement speed increases, and difficult terrain doesn't slow you down when you Dash.

If you move after making a melee attack, you don't provoke Opportunity Attacks from your target.

Class Features
Speed Increased
Mobile: Evade Opportunity Attack
Mobile: Evade Difficult Terrain

All Classes Lvl 4
Moderately Armoured

You gain Armour Proficiency with Medium Armour and shields, and your Strength or Dexterity increases by 1, to a maximum of 20.

Class Features
Medium Armour Proficiency
Shield Proficiency

Light Armor Proficiency

All Classes Lvl 4

Observant

(Not in Game)

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

All Classes Lvl 4
Performer
You gain Musical Instrument Proficiency, and your Charisma increases by 1, to a maximum of 20. All Classes Lvl 4
Polearm Master

When attacking with a glaive, halberd, quarterstaff, or spear, you can use a Bonus Action to attack with the butt of your weapon.

You can also make an Opportunity Attack when a target comes within range.

Class Features
Polearm Master: Opportunity Attack
Polearm Master: Bonus Attack

All Classes Lvl 4
Resilient

You increase an Ability by 1, to a maximum of 20, and gain Proficiency in that Ability's Saving Throws.

Select 1 Feat Passive
Resilient: Strength
Resilient: Dexterity
Resilient: Constitution
Resilient: Intelligence
Resilient: Wisdom
Resilient: Charisma

All Classes Lvl 4
Ritual Caster

You learn two ritual spells of your choice.

Class Feature
Ritual Caster: Free Spells

Intelligence or Wisdom of 13 or higher.

All Classes Lvl 4

Savage Attacker
When making weapon attacks, you roll your damage dice twice and use the highest result. All Classes Lvl 4
Sentinel

When an enemy within melee range attacks an ally, you can use a reaction to make a weapon attack against that enemy. Target ally must not have the Sentinel Feat.

You gain Advantage on Opportunity Attacks, and when you hit a creature with an Opportunity Attack, it can no longer move for the rest of its turn.

Class Features
Sentinel: Vengeance
Sentinel: Snare
Sentinel: Opportunity Advantage

All Classes Lvl 4
Sharpshooter

Your ranged weapon attacks do not receive penalties from High Ground Rules.

Ranged weapon attacks with weapons you are Proficient with have a -5 penalty to their Attack Roll, but deal an additional 10 damage.

Class Features
Sharpshooter: All In
Sharpshooter: Low Ground

All Classes Lvl 4
Shield Master

You gain a +2 bonus to Dexterity Saving Throws while wielding a shield. If a spell forces you to make a Dexterity Saving Throw, you can use a reaction to shield yourself and diminish the effect's damage. On a failed Saving Throw, you only take half damage. On a successful Saving Throw, you don't take any damage.

Class Features
Dexterity Saving Throw Bonus: +2
Shield Master: Block

All Classes Lvl 4
Skilled
You gain Proficiency in 3 Skills of your choice. All Classes Lvl 4
Spell Sniper
 

You learn a cantrip, and the number you need to roll a Critical Hit while attacking with a spell is reduced by 1. This effect can stack.

Spellcast ability.

All Classes Lvl 4

Tavern Brawler
 

When you make an unarmed attack, use an improvised weapon, or throw something, your Strength Modifier is added twice to the damage and Attack Rolls.

Also, lets you choose +1 ability score in Strength or Constitution (Not listed in description in game).

All Classes Lvl 4
Tough
Your hit point maximum increases by 2 for every level you have gained. All Classes Lvl 4
War Caster

You gain Advantage on Saving Throws to maintain Concentration on a spell.

You can also use a reaction to cast Shocking Grasp at a target moving out of melee range.

Class Features
War Caster: Concentration
War Caster: Opportunity Spell

Spellcast ability

All Classes at Level 4

Weapon Master
You gain Proficiency with four weapons of your choice, and your Strength or Dexterity increases by 1 , to a maximum of 20. All Classes Lvl 4



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